MMORPG.com Discussion Forums

Report this post

Explain why you are reporting this post:(750 characters max.)

Dan Fortier gives some free advice to MMO developers on what not to do with your MMO. MMOWTF is a weekly column on MMORPG.com.

Sometimes you look at the debacles that have occurred over the course of the short history of MMOs and you wonder: Do they ever learn? You would think that by looking back with hindsight at some of the mistakes that have been inflicted on us by shortsighted or incompetent developers that the next generation of publishers would have compiled a very comprehensive list of what not to do. Sadly, we see the same mistakes being repeated time and time again mixed in with a fresh batch of new blunders with every title released. Have no fear my fickle readers for I have created a short cheat sheet for all current and future designers called: No Nos for MMOs. Read and be enlightened!

Report this post

Explain why you are reporting this post:(750 characters max.)

A big problem with modern mmorpg's is the linear nature of the quests. You follow the trail of quests the same way every time you play. This leads to the duldrums of your 4th charecter on WoW which felt like the 1st. In some games like AO and CoH it allows you to guide your own course. To much freedom can lead to the same situation where you dont feel like you have a purpose. Some would say EvE is like that, Im not so sure I aggree. In anycase I too play CoH because the storyline can progress at whatever pace you want. You also can pick which storylines to follow with no real consequences since theres no uber equipment. Mind you Id like to see more styles of dungeons and quests. Thats something doeable. Not so sure WoW can pull of a shift in there play style, let alone desire doing so.

Report this post

Explain why you are reporting this post:(750 characters max.)

I can not speak for them all, but I do read and hear what is being said. I agree with most, if not all that was stated. There are a number of others out there as well, but as they stated, that is certainly a good start.

Report this post

Explain why you are reporting this post:(750 characters max.)

I pretty much agree with everything in this article (Unusually for me ). One rule i'd like to add is:-

When a balance/gameplay change needs to be made and there is an easy way and a right way, don't take the easy way and be prepared to explain the reason behind the change, not give some PR speak which basically says we thought it needed changing so we changed it.

Most people will be more understanding if the reasoning behind a change is explained, they still may not be happy but at least they will understand why the change was made.

Report this post

Explain why you are reporting this post:(750 characters max.)

"This may seem like a no-brainer, but anyone who has beta tested several
MMOs can tell you a few horror stories of designers that completely
disregarded important and persistent. Warnings about issues that ended
up as game breaking bugs."

Report this post

WoW, Hero classes rings a bell, anyone? It was the thing that kept me believing, there was a reason for quick level'in towards 60, where from then on the hero class would be some sort of epic journey.

Such a shame... Just hate it when companies gives out a promise about something so damn important and awesome, then try to hide it away quickly after release. WoW is nothing but a crackgame now, with 7 million junkies worldwide.

Report this post

Explain why you are reporting this post:(750 characters max.)

Originally posted by n2k3156"This may seem like a no-brainer, but anyone who has beta tested several MMOs can tell you a few horror stories of designers that completely disregarded important and persistent. Warnings about issues that ended up as game breaking bugs."

Typo

Pretty spot on article.

*flash*

You saw nothing.

Dana MasseyFormerly of MMORPG.comCurrently Lead Designer for Bit Trap Studios

Report this post

Don't always give in to your player base when the game already has a direction, give it time for the players to adapt to the direction your game is headed.

This is the exact reason why Jedi was implemented in SWG and why it was changed around how to unlock it 3-4 times(I stopped counting after I quit the CU), after that all hell broke lose and SOE lost trust in their players now the game sits to die slowly.

Originally posted by imbantDid we say we were trying to do good for the game? the game is in the hands of aventurine, no one else...

Report this post

Can't disagree with any off the points raised by Dan... all great suggestions. Personally I'd add:

Design your economy/gameplay to be resistant to gold farming and botting.

dg

Arrogant, Condescending, Dismissive, Elitist, "Meany", you speak as if these are bad things?Still currently "subscribed" to EVE, and only EVE!!!"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

Report this post

Explain why you are reporting this post:(750 characters max.)

Now these was a good read

It think it hit a nerve on me and a few other. Without breaking NDA, One beta game im testing i posted it on the Beta forum just to realize i was the fifth one!! But it didint stop their as soon as i hit refresh 4 other done the same thing. Their going the wrong path eq all over again arrggg

Report this post

Explain why you are reporting this post:(750 characters max.)

This was a great editorial.

Game developers need to remember that the subscription nature of the MMORPG makes this a repeat business, and that relationships with the customers are key in any such business. The issues mentioned in this article are basically CR problems.

I will add another one:

"Don't add/change an element because it is popular in game X if it is inconsistent with the rest of what you are trying to do with your game."

Report this post

Explain why you are reporting this post:(750 characters max.)

I think SWG is a good example of #1: "DON'T MAKE HUGE CHANGES TO YOUR GAME AFTER IT'S RELEASED." SOE changed SWG so many times in the first year, i mean the changes made sense at first, but then when they started messing with jedi and screwing with combat until it was a complete mess, thats where the line needs to be drawn. Obviously SOE knew they had screwed up everything, because then they changed the system to CU, luckily i dropped out before and was fortunate enough to play on pre-cu and not suffer.

To comment on Haskbrick's comment on jedi, i have to say the original plan was working pretty well, only the super hardcore gamers basically would have gotten it, and it was dangerous to be jedi, it was so easy to be killed. ...but then came the dreaded holocron...dun dun dun! It inflated in game economy, and changed the game direction from having fun to grinding thousands of monsters for that one holocron. SWG would've been sooo good had it not been for holocrons!!

Report this post

Explain why you are reporting this post:(750 characters max.)

I almost agree, a game shopuld not change after it is released, but too evolve the game is good, to keep the end from coming, i mean end game, keep it going like an mmo should be, an ever evolving story with twists, quests and what not.